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Fernando Arqelaquet

dblp:247/3914 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%
Human-computer interaction and pervasive computing
1 paper
User interface design and tools · 100%

Topics — the 1 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › animation production
previsualization
0.412019
VR as a Content Creation Tool for Movie Previsualisation · VR 2019

Methods — techniques the papers use, named apart from their topics

expert evaluation · 0.8
YearPublicationVenuePosition
2019 VR as a Content Creation Tool for Movie Previsualisation
abstract
Creatives in animation and film productions have forever been exploring the use of new means to prototype their visual sequences before realizing them, by relying on hand-drawn storyboards, physical mockups or more recently 3D modelling and animation tools. However these 3D tools are designed in mind for dedicated animators rather than creatives such as film directors or directors of photography and remain complex to control and master. In this paper we propose a VR authoring system which provides intuitive ways of crafting visual sequences, both for expert animators and expert creatives in the animation and film industry. The proposed system is designed to reflect the traditional process through (i) a storyboarding mode that enables rapid creation of annotated still images, (ii) a previsualisation mode that enables the animation of the characters, objects and cameras, and (iii) a technical mode that enables the placement and animation of complex camera rigs (such as cameras cranes) and light rigs. Our methodology strongly relies on the benefits of VR manipulations to re-think how content creation can be performed in this specific context, typically how to animate contents in space and time. As a result, the proposed system is complimentary to existing tools, and provides a seamless back-and-forth process between all stages of previsualisation. We evaluated the tool with professional users to gather experts' perspectives on the specific benefits of VR in 3D content creation.
Quentin Galvane, I-Sheng Lin, Fernando Arqelaquet, Tsai-Yen Li, Marc Christie
VR3